NutraNESIV.5: Fantasy Remastered

My imagination always runs wild whenever you make one. On my commute, I made up a cosmology and whatnot to explain what I had in mind for my civ. I want to point out that my race is purely human, but for a small percentage. Like <1%

Telmar
Species: Human
Physique: When fit, sinuously built with a feline quality to their movement. Prone to lethargy when unfit.
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Southern Telmar Clans
Society: Very individualistic. Social ties are usually limited familial relations, but even those are not etched in stone. Social divisions tend to occur along clan and family lines as well as around business associations, but individual deviation is common.
Despite isolationist tendencies, Telmar are known to incorporate enclaves in foreign cultures in order to interact with them. Because of their individualism, there is neither a strong incentive to assimilate or to uphold their own traditions.
Ethics: The greatest achievement in Telmar culture is self-reliance and a honestly cruel, but realistic view of ones own worth. Spartan grandeur is respected, but vanity, opulence and most importantly, self-importance are thought of as foolish. Those who are not self-reliant are respected if they remain humble. Domination by sheer power is considered highly offensive, though by a quirk, violence upon ones inferiors is not particularly offensive. Domination by force of will or perceived merit acceptable.
Religion: Most Telmar are only nominally religious and worship clan totems. However, magical aptitude is considered a mark of worthiness for religious fear.
Economy: Isolation breeds generalism. Division of labor is common, but principalities tend to have balanced economies. However, certain principalities do capitalize on local advantages.
Place Names: The Sundermarch, High Hill, Broods Burrow.
City Names: Jalderhall, Greymark, Gaggleford
Individual Names: Halmond, Jork, Jilda, Orri, Dellin
[Whatever else you want to say]
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The Removed Princes
Government: Local and Provencal governments are made of prominent clan counsels while military and diplomatic authority is invested in a royal family headed by a prince that royal clan selects. Different royal clans rule different principalities. The idea of a central monarch is present, but the ability to crush one's enemies is not a culturally acceptable means to achieve such a position, so it remains vacant. Hegemons are a matter of agreement between the principalities.
Magick: Astral and Thaumaturgy.
Magickal Tradition: Magic is evoked via meditative states, which may or may not be trance-like.or by sufficiently disciplined force of will. Telmar are of unremarkable aptitude, but Voidkin are almost natural masters. However, due to Voidkin affinity, mana decay is very high.(read how you will Horse))
Military Tradition: Warriors are typically volunteers from a variety of social levels. They tend to focus on self-dicipline more than martial prowess, and thus tend to be ferocious, tenacious, agile and calculating warriors, but lack technical ability.

Telmar have an affinity for the ethereal creatures of the voidplan and are known to commune with these enigmatic void entities. The Prime Plane is so foreign to the void entities within that they are unable to manifest matter and almost incapable of any act, despite the face that they are the most magical entity in known existence. As they are bodiless, so too are void entities genderless. Void Entites are truly immortal, being both eternal in age and indestructible. Their essence can be dispersed, but will always remanifest.

Interbreeding has been known to occur with peculiar results, but instances are extremely rare. The void plane is known to be a place where only magic and anti-magic exist. Without matter or energy to fight over, nor bodies that need either, void entities found the individuality of the Telmar to be agreeably to their own nature. The union of the bodyless void entities and humans is a bizarre enigma. Offspring of such unions are known as "once removed" or just "the Lost." Such creatures are stuck in a confusing meld of both the Prime Plane and the Void Plane. Weak in both realms, they can barely manifest a ethereal human form in the Prime Plane and often seem confused and befuddled. Having no physical bodies, the Lost cannot bear children, though they can sire them. Once Removed are ageless, but can be killed.

The trend is broken when considering the Twiced Removed. These are the children The Lost and Telmar, or the children of similarly removed Voidkin. The Twiced Removed are fully manifested in the Prime plane while having a perceptual awareness of the Void Plane. Despite being less magically ept than either the Void Entites or the Once Removed, their full manifestation allows them to fully express their abilities in the Prime Plane and faze into the Void Plane at will. Royal Clans of Telmar are typically made up of a small group of Twice Removed. Twice Removed are longlived, usually retaining youth for several centuries. Breeding is kept within the Twice Removed, making foreign political marriages exceptional. Due to the ineptness of Once removed to manifest matter, as well as by the simple nature of their being, Twice removed often have bizzare superficial physical features. Tranluscent skin and eyes, wild hair and eye pigmentation, and strangly elongated or sharp features are not unheard of. Typically, these expressions of their ancestry are limited.

Thrice Removed are only superficially different from Telmar, though with a strong talent for magic. Forth, fifth, and so on removed are often refered to as Thrice Removed. Thrice removed live only slightly longer than normal Telmar.
 
Swiech
Species:Beastmen
Physique: "ratmen" slightly smaller than the average human, very agile with flexible joints, not terribly strong.
Swiech are quite sharp but have no mind for philosophy and the like (think smart not wise)
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Banner-Bound
Society: Survival was the focus of Swiech life prior to establishing a society and those trends have carried over. Very individualistic, large amount of social mobility, almost no family ties after reaching adulthood.
Ethics: To be strong and great is to be good, not necessarily physical strength but anything that marks you as better, to be weak is to be shunned.
Religion: the Swiech have no religion as the concept of an afterlife negates their strong survival instincts and they have no patience for trying to figure out "why they're here". Instead they have reverence for great heroes of the past with storytellers and crypt keepers(as only the greatest Swiech get crypts) being the closest thing to priest in swiech culture.
Economy: Anything that can advance them, though right now mainly hunting, fishing and farming. There is also some unoffical raiding of neighbors that occurs in times of shortages.
Place Names: the names would not be very creative usually tied to a quick description or a great event. (Black Hill, Bloodied Forest, Hunting Plains, etc.)
City Names: Again would not be that creative usually tied to some great event that happened there or a great swiech that lived there. (Krazich's Keep, Charred-Skull, Banner-Home, etc.)
Individual Names: Kourl, Rildrc, Falrt, Havirk, Saur, Vatha.
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Warrens of the Banner
Government: Tribal council of each of the Warren's (cities) leaders. The leadership position is not hereditary and the heir is picked by the previous ruler. If the Warren Chief does not have a chosen heir at the time of his death his Band (close circle of advisers) will pick. The previous Chief's band generally remains with the new chief until they either die or step down to prevent a power struggle.
Magick: Vivification and Thaumaturgic
Magickal Tradition: Magick is cast through mages who are well respected in the community for their powers. Magick is not treated as anything mystic but another tool for survival. There is no great research into magic but is more of instinctual thing.
Military Tradition: The warriors are anyone capable of fighting and willing to do so. The latter factor is less of an issue than one might think as fighting is one best ways to gain recognition. There Swiech commonly use guerrilla tactics if they can else wise they generally use disorganized rush. Much of their warrior culture comes from raids that were common between Warrens before the days of unification.

Swiech society rose out of the idea a few came up with, if we worked together instead of trying to kill each other we might live longer as a whole. This idea quickly spread as those who adopted it were able to kill off those who only thought about themselves. Out of this several distinct warrens formed and for many generations raided each other for various reasons (supplies, hunting grounds, that one looked at me funny, etc.). Out of this came many of the stories that make up much of Swiech oral tradition, as it was a much "freer time" when you could go out and kill twenty people for no reason and become a hero. This Age of Blood, as it became known, came to an end when Morlio the Banner Bringer united all of the Warrens through realized that like before they Warrens could do so much more if the weren't consonantly raiding each other. Morlio managed to unite the Warrens through either conquest or persuasion and eventually established the council to both unite the warrens and preserve their independence they all desired.
 
My Malachim will be back. I just need time to write all of it. I am MOST definently in.
 
Same as above too tired...sunday too busy. Prolly monday.
 
In. I will either be fanatical crusaders... Or something else :mischief:
 
Sorry - am I the brownish spot in the north-west or have you not included my culture to the new map? When I posted my culture I was looking at the old map, however, if brown is me, I'm fine with the location.

You're the yellow spot in the bottom left--I can move you a bit more north if you would like (you're a semi-nomadic community, so your people will extend all the way up there anyway).

edit: Devercia & merciary, where are your peoples located? Oh wait, found those posts!

edit edit:

Just realized I did not answer this (again)


I already planned to. I have some issues determining the second specialization, but seeing as shapeshifting is bodily, Vivification will most probably make sense. (I think that moving limbs around, changing forms - metamorphosis? - would be considered life magic somehow.)

Shapeshifting is a bit trickier given the current magical fields. Vivification could allow for it, but it would take a powerful made who is willing to risk tampering with his life force to successfully shapeshift via Vivification. Other fields allow for shapeshifting--thaumaturgic, for instance, could allow for superficial shapeshifting by simply convincing a crowd that the caster is now something else, though this probably isn't the kind of shapeshifting you're looking for :P

Yeah, Vivification is currently the best field. Though who knows! Maybe your peoples will create a whole field of magic dedicated to transmutations ;)


editeditedit: Currently claimed spots

Spoiler :
HFxXi.jpg
 
Ah, I forgot I was close to lj. Nutranurse my Swiech might engage in some unofficial raiding of his people. In fact I'm going to be adding that to my economy part.
 
I don't know if its possible, but can i be stretched all along the main river, or at least fortifications where the tribs reach the main river, and one at the mouth of the lake?
 
It's very possible to have your peoples stretched that long--politically and culturally, though, they most likely will develop north/south divides.

edit: New map to reflect that, abaddon
 
Malachim
Species: [Elf]
Physique: [Through some magical disaster millenia ago, An entire city full of elves was endowed with long, Eagle like wings. Tall and graceful, the Malachim are, however, very unsturdily built, and so rely more intensively on magic than physical combat.]

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Malachim
Society: A magical meritocracy, the Malachim exist in a cast system, wherein status is established via one's ability to channel Mana.
Ethics: A great appreciation of Age and Wisdom, as Malachim grow older, they become more and more respected and honored, with the truly old governing Malash.
Religion: As the Magical accident that Endowed the Malachim with wings was a failed intercession with one of the higher powers, the Religion of the Malachim can truly be described as Hostile agnosticism: The Gods are out there, but there is no reason to trust them, or give them any more control over your life than absolutly necessary.
Economy: Craftsmanship, Herding flocks of Various birds, for food, growing hardy crops. The Most honorable position is that of Teacher.
Place Names: Umuswen Eyolmol Erusrian Ennmol Farie Paliel Quariel Ingmol Firason Yaran Malariel Ethril Qarrion Eyista Lamista Quelascil Qarista Firrian Eyrian Ilonmol Yarolan: Suffix "Mol" means "Hill" or "Mountain."
City Names: (See above, add prefix Tol or suffix Tir)
Individual Names: Uriel, Cassiel, Gabriel, Camael, Barachiel, Darda'il, Gagiel, Gadriel, Daniel, Hadranial, Israphael, Jophiel, Kushiel, Micael, Nuriel, Sabriel, Pahlial, Qaphsiel, Razial, Sachiel, Seraphiel, Uriel. (When the Malachim were transformed into a form similar to angels, it became the fashion to name children with "Angelic" Names)
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Malash
Government: Council of Teacher
Magick: Geomantic, Artification
Magickal Tradition: As soon as Children reach an age where they start to demonstrate an ability to play with minor magic (levitiation, etc, all of which is detected by the School) the child is taken away to school, where they are taught to harness their magic. Children are given a basic training in all the fields of magic at these schools, but by the age of 30, most have specialized into a particular branch, and often, into a particular field within a branch. Large scale magics are cast by particular schools, who gather appropriate amount of students together into ritual rooms for larger workings.
Military Tradition: The Military tends to be battlemages, Malachim who have chosen to study Battle-magic (fireballs and the like) and so have trained in combat. Most carry a weapon that they have enchanted themselves to confer some attribute. These battlemages usually lead regiments of Automata, Golems designed as soldiers. (Many different kinds exist, from small footsoldiers, to assassin, to lumber techno-magical Behemoths.)

Location: South of the Western Mountain range (In the mountains and into the foothills)
 
The only thing I am going to change, Thomas, is their origin. They are just elves with wings, no magical disaster as the game is starting off with the world being very fresh (so far as the sentient humanoids are concerned) and new.

edit: I lied again! Having golems in your military is also prohibited (they require some sort of spark via Vivification, or a whole new field needs to be created). Enchanted weapons and the like are fine, though.
 
Alright, deadline for applicants is Tuesday, as I really want to start this NES pronto :D

edit: Currently claimed spots
Spoiler :
K3bFD.jpg
 
edit: I lied again! Having golems in your military is also prohibited (they require some sort of spark via Vivification, or a whole new field needs to be created). Enchanted weapons and the like are fine, though.

I thought artification was that: These aren't Intelligent, or lifelike golems... they follow orders, and the like, and Kill on command, but aren't really able to improvise... That will come later on as more schools of magic are developed (are players ever going to be able to "master" more than two at a time?)
 
I thought artification was that: These aren't Intelligent, or lifelike golems... they follow orders, and the like, and Kill on command, but aren't really able to improvise... That will come later on as more schools of magic are developed (are players ever going to be able to "master" more than two at a time?)

You know, initially I was going to argue that artification could not do that, but the more I thought about it the more I realized that artification is like Vivification for inanimate things. Still, the idea of golems was a hard one for me to swallow, but I can see how Geomantic + Artification could lead to the creation of golems (because a golem still needs some sort of 'spark'). The way I rationalized it to myself was that the Malachim golem-crafters blend energies from the ley lines into the golems so that bits of El-Or are trapped inside the golems, allowing for that spark. They are, however, as you said, very basic: kill, stop, defend, kill.

I am, for the sake of balance, going to have to put my foot down on the 'various types' of golems (such as assassion golems, which would require far more complex spells/understanding of geomancery, or a different spark entirely) and limit them to soldier types and worker types. I hope that is alright with you.
 
Of course. Will a player be able to master more than two schools of magic at a time? will I, for example, eventually, be able to add vivification to my masteries? (To create intelligent Golems?)

Also, Honestly, I just saw Soldier golems as a flavor thing... Malachim are weak, and so dont want to put themselves more in harms way than necessary, hence the development of golems. (So, you disapprove Animate Seige Engines?)
 
Oh, did not see that part of the quote: Yes, players will eventually come to take on more than two schools/fields/w.e, two is just the bare minimum at the moment.

As for the soldier thing, I see it more than flavor! The Malachim are weak magey types so it does stand to reason that over however long update 0 will cover that they come to develop a way to combat this with their magick. Golems are, now that I go over it, a logical way to overcome this.

I do not disapprove of animate seige engines at all, actually. There are few things that I actually do disapprove with when it comes to magick cause it's freaking magick! just give me a reasonable explanation, accept that things might go horribly wrong, and I will see to it your plans go in motion. Also accept that I will see things through my filter and adjust as I see fit to make them immersion friendly (i.e. the golems your elves are creating now are horribly basic things, they're made from dirt or wood or mud or whatever and are far from what they may become by time the 4th or 5th age roles around).
 
I'll claim the southwestern bay where there are two islands.
 
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